Found 3 issues. The most impactful is FLEEING state being incorrectly included in the fast-path optimization, which skips POI scans and prevents creatures from detecting den arrival β trapping them in seek_shelter with expensive 150-266ms brain ticks until weather changes. Secondary fix adds a 5-minute cooldown to combat_injury belief formation to prevent one fight from monopolizing all 3 belief slots with identical death-sphere beliefs. Minor fix reduces deltaTime cap log noise.
β HIGH: FLEEING state traps creatures because fast-path skips den detection
Fix applied via code changes.
β MEDIUM: Single combat fills all 3 belief slots with nearly identical death-sphere beliefs
Fix: Add the field declaration alongside other timestamp fields:
β LOW: deltaTime capping log fires 59 times
Fix: Root Cause: The log throttle in `world-loop.ts` fires once per 60 seconds. The 59 occurrences indicate ~59 minutes of consistent tick budget overruns. This is log noise β the cap itself works correctly (0.67s). After hot-reloads settle, the occasional slow tick still triggers the cap, producing oneβ¦